rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
rtexture_t *r_texture_fogattenuation;
-rtexture_t *r_texture_fogintensity;
+//rtexture_t *r_texture_fogintensity;
// information about each possible shader permutation
r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
double r, alpha;
#define FOGWIDTH 64
unsigned char data1[FOGWIDTH][4];
- unsigned char data2[FOGWIDTH][4];
+ //unsigned char data2[FOGWIDTH][4];
r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
for (x = 0;x < FOGWIDTH;x++)
{
data1[x][1] = 255 - b;
data1[x][2] = 255 - b;
data1[x][3] = 255;
- data2[x][0] = b;
- data2[x][1] = b;
- data2[x][2] = b;
- data2[x][3] = 255;
+ //data2[x][0] = b;
+ //data2[x][1] = b;
+ //data2[x][2] = b;
+ //data2[x][3] = 255;
}
r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
- r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+ //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
}
static const char *builtinshaderstring =
"varying vec3 CubeVector;\n"
"varying vec3 LightVector;\n"
"varying vec3 EyeVector;\n"
+"#ifdef USEFOG\n"
+"varying vec3 EyeVectorModelSpace;\n"
+"#endif\n"
"\n"
"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
"#endif\n"
"\n"
" // transform unnormalized eye direction into tangent space\n"
-" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#ifndef USEFOG\n"
+" vec3 EyeVectorModelSpace;\n"
+"#endif\n"
+" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
"\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
" VectorS = gl_MultiTexCoord1.xyz;\n"
" color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n"
"#endif // MODE\n"
"\n"
+" color *= gl_Color;\n"
+"\n"
"#ifdef USEGLOW\n"
" color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n"
"#endif\n"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" float fog = texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n"
+" float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n"
" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
"#endif\n"
"\n"
-" gl_FragColor = color * gl_Color;\n"
+" gl_FragColor = color;\n"
"}\n"
"\n"
"#endif // FRAGMENT_SHADER\n"
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, rtexture_t *lightmaptexture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
}
else
{
- if (modellighting)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
- else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
- if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
- else
+ if (modellighting)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+ else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && lightmaptexture)
+ {
+ if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+ else
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ }
+ else if (r_glsl_deluxemapping.integer >= 2) // fake mode
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
}
- else if (r_glsl_deluxemapping.integer >= 2) // fake mode
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
if (texture->skin.glow)
permutation |= SHADERPERMUTATION_GLOW;
}
if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
+ //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants));
if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
+ if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
if (r_glsl_permutation->loc_FogColor >= 0)
{
int screenwidth, screenheight;
qboolean dobloom;
qboolean doblend;
- rmeshstate_t m;
float vertex3f[12];
float texcoord2f[3][8];
vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
if (dobloom)
{
- int bloomwidth, bloomheight, x, dobloomblend, range;
+ int bloomwidth, bloomheight, x, range;
float xoffset, yoffset, r;
renderstats.bloom++;
// allocate textures as needed
texcoord2f[1][5] = 0;
texcoord2f[1][6] = 0;
texcoord2f[1][7] = 0;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_texcoord[0] = texcoord2f[0];
- m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- R_Mesh_State(&m);
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
// copy view into the full resolution screen image texture
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
}
// we now have a darkened bloom image in the framebuffer, copy it into
// the bloom image texture for more processing
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = texcoord2f[2];
- R_Mesh_State(&m);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
renderstats.bloom_copypixels += bloomwidth * bloomheight;
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
// put the original screen image back in place and blend the bloom
// texture on it
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- m.pointer_texcoord[0] = texcoord2f[0];
-#if 0
- dobloomblend = false;
-#else
+ GL_Color(1,1,1,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
// do both in one pass if possible
+ R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
if (r_textureunits.integer >= 2 && gl_combine.integer)
{
- dobloomblend = false;
- m.texcombinergb[1] = GL_ADD;
- m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[1] = texcoord2f[1];
+ R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+ R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
+ R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
}
else
- dobloomblend = true;
-#endif
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
- renderstats.bloom_drawpixels += r_view_width * r_view_height;
- // now blend on the bloom texture if multipass
- if (dobloomblend)
{
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = texcoord2f[1];
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_Color(1,1,1,1);
R_Mesh_Draw(0, 4, 2, polygonelements);
renderstats.bloom_drawpixels += r_view_width * r_view_height;
+ // now blend on the bloom texture
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
}
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ renderstats.bloom_drawpixels += r_view_width * r_view_height;
}
if (doblend)
{
// apply a color tint to the whole view
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_Draw(0, 4, 2, polygonelements);
{
int i;
float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
- rmeshstate_t m;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
c[2] = c[2] * f1 + fogcolor[2] * f2;
}
}
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_color = color;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(color);
+ R_Mesh_ResetTextureState();
R_Mesh_Draw(8, 12);
}
*/
int i;
float f1, f2, *c;
float color4f[6*4];
- rmeshstate_t m;
R_Mesh_Matrix(&ent->matrix);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = nomodelvertex3f;
-
if (ent->flags & EF_ADDITIVE)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(true);
}
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+ R_Mesh_VertexPointer(nomodelvertex3f);
if (fogenabled)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- m.pointer_color = color4f;
+ R_Mesh_ColorPointer(color4f);
f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
f1 = 1 - f2;
for (i = 0, c = color4f;i < 6;i++, c += 4)
else if (ent->alpha != 1)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- m.pointer_color = color4f;
+ R_Mesh_ColorPointer(color4f);
for (i = 0, c = color4f;i < 6;i++, c += 4)
c[3] *= ent->alpha;
}
else
- m.pointer_color = nomodelcolor4f;
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(nomodelcolor4f);
+ R_Mesh_ResetTextureState();
R_Mesh_Draw(0, 6, 8, nomodelelements);
}
void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
float fog = 0.0f, ifog;
- rmeshstate_t m;
float vertex3f[12];
if (fogenabled)
vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture);
- m.pointer_texcoord[0] = spritetexcoord2f;
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(texture));
+ R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements);
}
}
-static void R_DrawCollisionBrush(colbrushf_t *brush)
+static void R_DrawCollisionBrush(const colbrushf_t *brush)
{
int i;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = brush->points->v;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(brush->points->v);
i = (int)(((size_t)brush) / sizeof(colbrushf_t));
GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
GL_LockArrays(0, brush->numpoints);
GL_LockArrays(0, 0);
}
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
{
int i;
- rmeshstate_t m;
if (!surface->num_collisiontriangles)
return;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surface->data_collisionvertex3f;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(surface->data_collisionvertex3f);
i = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
GL_LockArrays(0, surface->num_collisionvertices);
float *rsurface_tvector3f;
float *rsurface_normal3f;
float *rsurface_lightmapcolor4f;
-qboolean rsurface_generatevertex;
-qboolean rsurface_generatetangents;
-qboolean rsurface_generatenormals;
-qboolean rsurface_deformvertex;
-qboolean rsurface_dynamicvertex;
vec3_t rsurface_modelorg;
const entity_render_t *rsurface_entity;
const model_t *rsurface_model;
const texture_t *rsurface_texture;
-void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg)
+void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
VectorCopy(modelorg, rsurface_modelorg);
rsurface_entity = ent;
rsurface_model = ent->model;
rsurface_texture = texture;
-}
-
-void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents)
-{
if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
{
- rsurface_generatevertex = true;
- rsurface_generatetangents = false;
- rsurface_generatenormals = false;
rsurface_vertex3f = rsurface_array_vertex3f;
- if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f);
+ if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ generatetangents = true;
+ if (generatetangents)
+ generatenormals = true;
+ if (generatenormals && !rsurface_normal3f)
{
- rsurface_generatetangents = true;
- rsurface_svector3f = rsurface_array_svector3f;
- rsurface_tvector3f = rsurface_array_tvector3f;
rsurface_normal3f = rsurface_array_normal3f;
+ Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
}
- else
+ if (generatetangents && !rsurface_svector3f)
{
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- if (generatenormals)
- {
- rsurface_generatenormals = true;
- rsurface_normal3f = rsurface_array_normal3f;
- }
- else
- rsurface_normal3f = NULL;
+ Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_normal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
}
}
else
{
- rsurface_generatevertex = false;
- rsurface_generatetangents = false;
- rsurface_generatenormals = false;
rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
}
if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
- rsurface_deformvertex = true;
- rsurface_vertex3f = rsurface_array_vertex3f;
- rsurface_svector3f = rsurface_array_svector3f;
- rsurface_tvector3f = rsurface_array_tvector3f;
- rsurface_normal3f = rsurface_array_normal3f;
- }
- else
- rsurface_deformvertex = false;
- R_Mesh_VertexPointer(rsurface_vertex3f);
- rsurface_dynamicvertex = rsurface_generatevertex || rsurface_deformvertex;
-}
-
-void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface)
-{
- float *vertex3f, *svector3f, *tvector3f, *normal3f;
- model_t *model = rsurface_entity->model;
- if (!rsurface_dynamicvertex)
- return;
- if (rsurface_generatevertex)
- {
- Mod_Alias_GetMesh_Vertex3f(model, rsurface_entity->frameblend, rsurface_array_vertex3f);
- if (rsurface_generatetangents)
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
- else if (rsurface_generatenormals)
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
- }
- if (rsurface_deformvertex)
- {
- int i, j;
+ int texturesurfaceindex;
float center[3], forward[3], right[3], up[3], v[4][3];
matrix4x4_t matrix1, imatrix1;
- if (rsurface_generatevertex)
- {
- vertex3f = rsurface_array_vertex3f;
- svector3f = rsurface_array_svector3f;
- tvector3f = rsurface_array_tvector3f;
- normal3f = rsurface_array_normal3f;
- }
- else
- {
- vertex3f = rsurface_vertex3f;
- svector3f = rsurface_svector3f;
- tvector3f = rsurface_tvector3f;
- normal3f = rsurface_normal3f;
- }
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
- // a single autosprite surface can contain multiple sprites...
- for (j = 0;j < surface->num_vertices - 3;j += 4)
+ if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ forward[0] = rsurface_modelorg[0] - center[0];
+ forward[1] = rsurface_modelorg[1] - center[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ VectorSet(up, 0, 0, 1);
+ }
+ // make deformed versions of only the vertices used by the specified surfaces
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- VectorClear(center);
- for (i = 0;i < 4;i++)
- VectorAdd(center, (vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
- VectorScale(center, 0.25f, center);
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (normal3f + 3 * surface->num_firstvertex) + j*3, (svector3f + 3 * surface->num_firstvertex) + j*3, (tvector3f + 3 * surface->num_firstvertex) + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
- if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ int i, j;
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
{
- forward[0] = rsurface_modelorg[0] - center[0];
- forward[1] = rsurface_modelorg[1] - center[1];
- forward[2] = 0;
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- VectorSet(up, 0, 0, 1);
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
- for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_normal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
}
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+ rsurface_vertex3f = rsurface_array_vertex3f;
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
+ rsurface_normal3f = rsurface_array_normal3f;
}
+ R_Mesh_VertexPointer(rsurface_vertex3f);
}
static void RSurf_Draw(const msurface_t *surface)
{
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
}
static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
RSurf_Draw(surface);
}
-static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
{
int texturesurfaceindex;
int lightmode;
- const msurface_t *surface;
model_t *model = ent->model;
qboolean applycolor;
qboolean applyfog;
GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglDisable(GL_CULL_FACE);
- RSurf_PrepareForBatch(ent, texture, modelorg);
- if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+ if (r_showsurfaces.integer)
+ {
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ int k = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
+ RSurf_Draw(surface);
+ }
+ }
+ else if (texture->currentmaterialflags & MATERIALFLAG_SKY)
{
// transparent sky would be ridiculous
if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
if (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
{
GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
if (skyrendermasked)
{
// depth-only (masking)
// fog sky
GL_BlendFunc(GL_ONE, GL_ZERO);
}
- RSurf_SetPointersForPass(false, false);
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_Draw(surface);
}
if (skyrendermasked)
GL_DepthMask(true);
}
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
- R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
+ R_SetupSurfaceShader(ent, texture, lightmaptexture, modelorg, vec3_origin, lightmode == 2);
if (!r_glsl_permutation)
return;
- RSurf_SetPointersForPass(false, true);
- if (lightmode == 2)
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ if (lightmode != 2)
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
+ if (lightmaptexture)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- RSurf_Draw(surface);
+ R_Mesh_TexBind(7, R_GetTexture(lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL);
}
- }
- else
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ else
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else
- {
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
- }
- RSurf_Draw(surface);
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
}
}
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_Draw(surface);
+ }
qglUseProgramObjectARB(0);
}
else if (texture->currentnumlayers)
{
int layerindex;
texturelayer_t *layer;
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, false, texturenumsurfaces, texturesurfacelist);
for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
{
vec4_t layercolor;
VectorScale(layer->color, 1.0f, layercolor);
}
layercolor[3] = layer->color[3];
+ R_Mesh_ColorPointer(NULL);
GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
{
case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
memset(&m, 0, sizeof(m));
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_color = rsurface_array_color4f;
- R_Mesh_State(&m);
- RSurf_SetPointersForPass(lightmode == 2, false);
+ m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
}
+ else if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ }
+ }
else
{
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
- }
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
}
}
break;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
- RSurf_SetPointersForPass(lightmode == 2, false);
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
+ R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
}
}
+ else if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
+ }
+ }
else
{
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
- }
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
}
}
+ GL_LockArrays(0, 0);
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
- RSurf_SetPointersForPass(false, false);
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
}
break;
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_color = rsurface_array_color4f;
- R_Mesh_State(&m);
- RSurf_SetPointersForPass(lightmode == 2, false);
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
}
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
}
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
- RSurf_SetPointersForPass(false, false);
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
case TEXTURELAYERTYPE_FOG:
- memset(&m, 0, sizeof(m));
+ R_Mesh_ColorPointer(rsurface_array_color4f);
if (layer->texture)
{
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
}
- R_Mesh_State(&m);
- RSurf_SetPointersForPass(false, false);
+ else
+ R_Mesh_ResetTextureState();
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
float f, *v, *c;
- surface = texturesurfacelist[texturesurfaceindex];
- if (layer->texture)
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- R_Mesh_ColorPointer(rsurface_array_color4f);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
default:
Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
+ GL_LockArrays(0, 0);
// if trying to do overbright on first pass of an opaque surface
// when combine is not supported, brighten as a post process
if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
{
int scale;
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ R_Mesh_ColorPointer(NULL);
GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- RSurf_SetPointersForPass(false, false);
+ R_Mesh_ResetTextureState();
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (scale = 1;scale < layertexrgbscale;scale <<= 1)
RSurf_Draw(surface);
}
+ GL_LockArrays(0, 0);
}
}
}
+ GL_LockArrays(0, 0);
if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglEnable(GL_CULL_FACE);
}
static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- const msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+ msurface_t *surface = ent->model->data_surfaces + surfacenumber;
vec3_t modelorg;
texture_t *texture;
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+ R_DrawTextureSurfaceList(ent, texture->currentframe, surface->lightmaptexture, 1, &surface, modelorg);
}
-void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
{
int texturesurfaceindex;
- const msurface_t *surface;
vec3_t tempcenter, center;
if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
{
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
}
}
else
- R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+ R_DrawTextureSurfaceList(ent, texture, lightmaptexture, texturenumsurfaces, texturesurfacelist, modelorg);
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
{
int i, j, f, flagsmask;
int counttriangles = 0;
- msurface_t *surface, **surfacechain;
texture_t *t, *texture;
+ rtexture_t *lmap;
model_t *model = ent->model;
vec3_t modelorg;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
- const msurface_t *surfacelist[1024];
+ msurface_t *surfacelist[1024];
if (model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
// update light styles
if (!skysurfaces && model->brushq1.light_styleupdatechains)
{
+ msurface_t *surface, **surfacechain;
for (i = 0;i < model->brushq1.light_styles;i++)
{
if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
+ lmap = NULL;
texture = NULL;
numsurfacelist = 0;
- if (r_showsurfaces.integer)
- {
- rmeshstate_t m;
- GL_DepthTest(true);
- GL_DepthMask(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- t = NULL;
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
- {
- if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
- continue;
- if (t != surface->texture)
- {
- t = surface->texture;
- texture = t->currentframe;
- RSurf_PrepareForBatch(ent, texture, modelorg);
- RSurf_SetPointersForPass(false, false);
- }
- if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
- {
- int k = (int)(((size_t)surface) / sizeof(msurface_t));
- GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
- RSurf_Draw(surface);
- renderstats.entities_triangles += surface->num_triangles;
- }
- renderstats.entities_surfaces++;
- }
- }
- else if (ent == r_refdef.worldentity)
+ if (ent == r_refdef.worldentity)
{
+ msurface_t *surface;
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
if (!r_worldsurfacevisible[j])
continue;
- if (t != surface->texture)
+ if (t != surface->texture || lmap != surface->lightmaptexture)
{
if (numsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
t = surface->texture;
+ lmap = surface->lightmaptexture;
texture = t->currentframe;
f = texture->currentmaterialflags & flagsmask;
}
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
}
}
else
{
+ msurface_t *surface;
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
- if (t != surface->texture)
+ if (t != surface->texture || lmap != surface->lightmaptexture)
{
if (numsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
t = surface->texture;
+ lmap = surface->lightmaptexture;
texture = t->currentframe;
f = texture->currentmaterialflags & flagsmask;
}
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
renderstats.entities_triangles += counttriangles;
if (gl_support_fragment_shader)
qglUseProgramObjectARB(0);
if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
{
int i;
- msurface_t *surface;
+ const msurface_t *surface;
q3mbrush_t *brush;
R_Mesh_Matrix(&ent->matrix);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(!r_showdisabledepthtest.integer);
if (r_showtris.integer || r_shownormals.integer)
{
int k, l;
+ msurface_t *surface;
const int *elements;
- rmeshstate_t m;
vec3_t v;
GL_DepthTest(true);
GL_DepthMask(true);
if (r_showdisabledepthtest.integer)
qglDepthFunc(GL_ALWAYS);
GL_BlendFunc(GL_ONE, GL_ZERO);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
texture = surface->texture->currentframe;
if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
{
- RSurf_PrepareForBatch(ent, texture, modelorg);
- RSurf_SetPointersForPass(false, r_shownormals.integer != 0);
- if (rsurface_dynamicvertex)
- RSurf_PrepareDynamicSurfaceVertices(surface);
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, r_shownormals.integer != 0, 1, &surface);
if (r_showtris.integer)
{
if (!texture->currentlayers->depthmask)